ARKit 添加 X 翻转的 2D 视频

ARKit add 2D Video flipped by X

所以我有以下代码来创建自定义墙

    let wall = SCNPlane(width: CGFloat(distance),
                        height: CGFloat(height))
    wall.firstMaterial = wallMaterial()
    let node = SCNNode(geometry: wall)

    // always render before the beachballs
    node.renderingOrder = -10

    // get center point
    node.position = SCNVector3(from.x + (to.x - from.x) * 0.5,
                               from.y + height * 0.5,
                               from.z + (to.z - from.z) * 0.5)
    node.eulerAngles = SCNVector3(0,
                                  -atan2(to.x - node.position.x, from.z - node.position.z) - Float.pi * 0.5,
                                  0)

现在我在命中测试中添加简单的 SCNPlane 并添加视频(skscene)

          // first.node is hittest result 

            let node = SCNNode(geometry: SCNPlane(width: CGFloat(width) , height:  CGFloat(height))
            node.geometry?.firstMaterial?.isDoubleSided = true
            node.geometry?.firstMaterial?.diffuse.contents = self.create2DVideoScene(xScale: first.node.eulerAngles.y < 0 ? -1 : nil)
                         node.position = nodesWithDistance.previous.node.mainNode.position
        
            node.eulerAngles = first.node.eulerAngles

这里是我如何创建 2d 节点

 /// Creates 2D video scene
    private func create2DVideoScene (xScale:CGFloat?) -> SKScene {
        var videoPlayer = AVPlayer()

        if let validURL = Bundle.main.url(forResource: "video", withExtension: "mp4", subdirectory: "/art.scnassets") {
            let item = AVPlayerItem(url: validURL)
            videoPlayer = AVPlayer(playerItem: item)
        }
        let videoNode = SKVideoNode(avPlayer: videoPlayer)
        videoNode.yScale *= -1
        
        // While debug I observe that if first.node.rotation.y in  - , then we need to change xScale to -1 (when wall draw from right -> left )
        
        if let xScale = xScale {
            videoNode.xScale *= xScale

        }
        
        
        videoNode.play()
        
        let skScene = SKScene(size: self.sceneView.frame.size)
        skScene.scaleMode = .aspectFill
        skScene.backgroundColor = .green
        skScene.addChild(videoNode)
        videoNode.position = CGPoint(x: skScene.size.width/2, y: skScene.size.height/2)
        videoNode.size = skScene.size
        return skScene
    }

问题 :: 如果我从左到右绘制墙节点意味着第一个点在左侧,另一个点在右侧并在它们之间绘制墙。然后翻转视频。

如果我从右向左绘制意味着第一个点在右侧,第二个点在左侧,然后在它们之间画一条线,那么视频就完全没问题了。

为了解决这个问题,我检查了 wall eulerAngles 检查线 self.create2DVideoScene 但这并不适用于现实世界的每个区域

我希望视频不应该在用户面前翻转

编辑

视频被翻转是因为 eulerAngles在创建墙时两种情况都不同

Angle point1 to point2 --> (0.000000 -1.000000 0.000000 3.735537)

Angle point2 to point1 -- > (0.000000 -1.000000 0.000000 0.478615)


发布视频Click here to play video

请提供此问题的建议或解决方案。

视频翻转

我已经解决了临时解决方案的问题,仍在寻找更好的解决方案

问题是墙。当从右向左方向绘制时,墙会翻转到相机的另一侧。我已经通过设置 isDoubleSided = false 并将图像应用为具有文本的漫反射内容来解决这个问题,我可以看到图像本身翻转了。

我尝试了很多东西,但这个对我有帮助

  1. 归一化向量
  2. 找到 SCNVectors 之间的交叉点
  3. 如果 y > 0 我只是从值和值交换到值

代码

    let normalizedTO = to.normalized()
    let normalizedFrom = from.normalized()
    let angleBetweenTwoVectors = normalizedTO.cross(normalizedFrom)

    var from = from
    var to = to
    if angleBetweenTwoVectors.y > 0 {
        let temp = from
        from = to
        to = temp
    }

// Inside extension of SCNVector3
func normalized() -> SCNVector3 {
    if self.length() == 0 {
        return self
    }

    return self / self.length()
}

func cross(_ vec: SCNVector3) -> SCNVector3 {
        return SCNVector3(self.y * vec.z - self.z * vec.y, self.z * vec.x - self.x * vec.z, self.x * vec.y - self.y * vec.x)
    }

希望对您有所帮助。如果有人知道更好的解决方案,请回答。